//uniform mat4 trans;
uniform float scale;

void main(void)
{
   vec4 a = gl_Vertex;
   vec3 light_pos = vec3(-100, -100, -100);
   vec3 light_dir = light_pos - a;
   vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
   vec4 ambientl = vec4(1, 1, 1, 1.0);
   
   light_dir = normalize(light_dir);
   
   a.x = a.x * scale;
   a.y = a.y * scale;
   a.z = a.z * scale;

   gl_Position = gl_ModelViewProjectionMatrix * a;
   

   float l =  (light_dir.x * normal.x) + (light_dir.y * normal.y)+ (light_dir.z * normal.z) ;
   gl_FrontColor =  ambientl;
   //   gl_BackColor = gl_Color * l;
   //   gl_FrontSecondaryColor = gl_Color * l;
   //   gl_FrontColor = gl_Color;
  
}
